

;
;   CIVILIZATION GAME DATA 8/6/98
;   Copyright (c) 1999 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;
;
;
;
;   ------------------------------------------------------------------------
;
;      Escape from SOL
;
;
;      Modified by Kestrel17@Bigpond.com to take advantage of the
;      extra 29 Unit Slots (& and 11 Advance Slots) and four separate worlds
;      available in CIV2-ToT
;
;        See Read-Me-Escape-from-Sol.txt for further details.
;
;      Version 1.0 26 Sept 1999 Initial Version
;      Version 1.1 27 Sept 1999 Unit Animations switched off as part of
;                               new functionality available in Patch V1.1
;      Version 1.2 23 Oct 1999  Physicists were created to be able to construct Transporters
;					
;
;      Sprites -  Use Resource.spr from Original/OriginalExtended game
;                       Keep / Copy int Escape-from-Sol directory the Unit-Sprites numbers...
;                       01, Engineer (renamed Physicist)
;                       14, Mech inf.
;                       16, Chariot
;                       17, Elephant
;                       22, Armor
;                       27, Fighter
;                       28, Bomber
;                       29, Helicopter
;                       44, Cruise Missile
;                       45, Nuclear Missile
;                       46, Diplomat
;                       47, Spy
;                       48, Caravan
;                       49, Freight
;                       50, Explorer
;                       54, RA-MARU,
;                       63, CYBORG
;                       79, Ur-Wolf
;                       80, Barb-Leader
;
;                       Copy in new recycled sprites
;                       38-Land-Rover,
;                       51-Intelliraptor,
;                       66-Bombard,
;                       77-Killer-Whales,
;
;
;
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;   All values entered in rules.txt are bounded by +/-127.
;   However, this does not mean that all numbers within this
;   range will work properly, for example, unit costs must
;   not exceed 17.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme / Raft lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
9       ; City size for first unhappiness at Chieftain level
15      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
6       ; Tech paradigm (higher # slows research)
10      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this (max 8)
4       ; Communism pays support for all units past this (max 8)
8       ; Fundamentalism pays support for all units past this (max 8)
0       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
12      ; Max paradrop range
25      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)
0       ; Value of each citizen to the Civilization Score.
0       ; Value of each wonder to the Civilization Score.
3       ; Reward for landing on A. Centauri first = this multiplier*(# of habitats)*(prob. of success)
0       ; Cost to Civilization Score (+ or -) for each extant non-AI controlled polluted tile.
1       ; For each turn of peace after turn 199, this amount *3 is added to Civilization Score.
5       ; Value to the Civilization Score of each future tech researched.
-5      ; Penalty assessed to Civilization Score each time player betrays another race.
0       ; Cost to Civilization Score (+ or -) for each unit destroyed.
11111111  ; bitmask for goodie huts, right bit =map0, 0=no goodie huts
1       ; Helicopters (Air Units range=0) can pick up goodie huts 0=no 1=yes

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Jet Engine,         4,-2,  E2,  Too, 3, 4    ; AFl   ; Rad -> E2
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Mag, Tac, 3, 0    ; Amp   ; Nav -> Mag
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Atomic Theory,      4,-1,  ToG, Mag, 2, 3    ; Ato   ; Phy -> Mag
Automobile,         6,-1,  Cmb, Stl, 3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  Eng, Cst, 0, 4    ; Bri   ; Iro -> Eng
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  Feu, War, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  Mob, AFl, 3, 0    ; CA
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
Communism,          5, 0,  Phi, Ind, 2, 2    ; Cmn
Computers,          4, 1,  Min, Lab, 3, 4    ; Cmp   ; MP -> Lab
National Defense Plan,4,0, X5,  X7,  2, 0    ; Csc   ; Dem, Met -> X5, X7
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
Corporation,        4, 0,  Ind, Eco, 2, 1    ; Cor
Currency,           4, 1,  Bro, Pot, 0, 1    ; Cur   ; nil -> Pot
Democracy,          5, 1,  Ban, X3,  2, 2    ; Dem   ; Inv -> X3
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Ind, Mag, 2, 4    ; E1    ; Met -> Ind
Electronics,        4, 1,  Plu, Rad, 3, 4    ; E2    ; E1, Cor -> MP, Rad,
Engineering,        4, 0,  Mas, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  Rec, SFl, 3, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Fixed-Wing Flight,  4,-1,  Aut, X2,  2, 4    ; Fli   ; Cmb, ToG -> Aut, X2
Fundamentalism,     3,-2,  MT,  X7,  2, 2    ; Fun   ; Csc -> X7
Fusion Power,       3, 0,  NP,  Las, 3, 3    ; FP
Genetic Engineering,3, 2,  San, Cmp, 3, 3    ; Gen   ; Med, Cor -> San, Cmp
Guerrilla Warfare,  4, 1,  Cmn, Tac, 3, 0    ; Gue
Firearms,           8,-2,  Inv, Hor, 1, 0    ; Gun
Gunpowder,          6,-2,  Inv, Med, 1, 0    ; Hor
Industrialization,  6, 0,  RR,  Ban, 2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Mass Marketing,     4,-1,  X6,  Mob, 3, 2    ; Lab   ; MP, Gue  -> X6, Mob
Laser,              4, 0,  NP,  U3,  3, 3    ; Las   ; MP -> U3
Leadership,         5,-1,  Chi, Gun, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 2, 4    ; Too
Magnetism,          4,-1,  Phy, Iro, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  Fli, X5,  3, 4    ; MP    ; Aut, Cor -> Fli, X5
Mathematics,        4,-1,  Alp, Cst, 0, 3    ; Mat   ; Mas -> Cst
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, Uni, 1, 0    ; Met
Miniaturization,    4, 1,  Too, E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  MP,  Rad, 3, 0    ; Mob   ; Aut, Tac -> MP, Rad
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, PT,  1, 2    ; MT
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Nuclear Fission,    6,-2,  Ato, MP,  3, 3    ; NF
Nuclear Power,      3, 0,  NF,  E2,  3, 3    ; NP
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  Mob, Too, 3, 4    ; Pla   ; Ref, SFl -> Mob, Too
Quantum Mechanics,  4, 1,  Ato, E1,  3, 3    ; Plu   ; => Intermediate Tech
Polytheism,         4, 0,  Cer, Mys, 0, 2    ; PT
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              6,-1,  Fli, X5,  3, 4    ; Rad   ; E1  -> X5
Railroad,           6, 0,  SE, Bri,  2, 1    ; RR
Recycling,          2, 1,  Lab, Pla, 3, 2    ; Rec   ; MP, Dem  -> Lab, Pla
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Refrigeration,      3, 1,  E1,  San, 3, 1    ; Rfg
Republic,           5, 1,  CoL, Lit, 0, 2    ; Rep
Robotics,           5,-2,  Cmp, Mob, 3, 0    ; Rob
Rocketry,           6,-2,  AFl, E2,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  Cmp, Roc, 3, 3    ; SFl
Stealth,            5,-2,  AFl, U3,  3, 0    ; Sth   ; Sup, Rob ->  AFl, U3
Steam Engine,       4,-1,  Phy, Met, 2, 3    ; SE    ; Inv -> Met
Steel,              4,-1,  E1,  X7,  2, 4    ; Stl   ; Ind -> X7
Superconductor,     4, 1,  U3,  Las, 3, 3    ; Sup   ; Pla -> U3
Tactics,            6,-1,  X7,  Ldr, 2, 0    ; Tac   ; Csc -> X7
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Theory of Gravity,  4, 0,  Phy, Uni, 1, 3    ; ToG   ; Ast -> Phy
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, X3,  1, 3    ; Uni   ; Phi -> X3
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
Adv. Cybernetics,   4,-1,  Las, Gen, 3, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  U2,  Env, 3, 3    ; ...   ; Rec -> Env
Breech Loading,     6,-1,  X4,  Ind, 2, 0    ; U1    ; => Riflemen, Artillery
Heisenburg Compensator,6,0,FP,  Sup, 3, 3    ; U2    ; => Teleportation
Advanced Composites,5, 0,  Rob, Pla, 3, 4    ; U3    ; => Adv Battle Tank, Slf Prp Howzr
Assault Rifle,      5,-2,  Gue, MP,  3, 0    ; X1    ; => Modern Infantry
Ballooning,         3, 1,  Cmb, ToG, 2, 4    ; X2    ; => Zeppelin
Printing Press,     4, 3,  Inv, Phi, 1, 3    ; X3    ; Intermediate Tech
Bayonet && Inf. Drill,5,-1,Ldr, Gun, 2, 0    ; X4    ; => Infantrymen
Telephone,          3,-2,  E1,  Cor, 1, 2    ; X5    ; => Civil Defense
Linguistics,        4, 2,  Tra, Uni, 3, 3    ; X6    ; => Intermediate Tech
Repeating Rifle,    5,-2,  U1,  Cor, 2, 0    ; X7    ; => Adv Riflemen

;
; From Extended Original
;
; Robotic Warfare,     6,-2,  Plu, Rob, 3, 0    ; U1
; Quantum Transport,   8, 0,  Plu, nil, 3, 4    ; U2
; Telka Sumara,        5,-1,  Plu, nil, 3, 4    ; U3
; Teratogeny,          5,-1,  Gen,  X7, 3, 3    ; X1
; Cybernetics,         4,-1,  U1,  Gen, 3, 4    ; X2
; Boht Comaree,        4,-2,  U3,   X1, 3, 0    ; X3
; Bioplasmas,          4,-2,  X2,   FP, 3, 0    ; X4
; Hyperentropics,      7, 0,  X7,   X4, 3, 3    ; X5
; Reality Engineering, 7, 0,  X5,  nil, 3, 4    ; X6
; Transcendence,       9, 2,  X6,   X5, 3, 2    ; X7


;
; Above 11 tech slots (U1 to X8) allow you to define your own
; civilization advances if desired.  Supply the name, the AI
; value, and the prerequisites.
;
; Then use the "U1", "X7", etc.
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                 4,  1,    nil,
Granary,                  6,  1,    Pot,
Temple,                   4,  1,    Cer,
MarketPlace,              8,  1,    Cur,
Library,                  8,  1,    Wri,
Courthouse,               8,  1,    CoL,
City Walls,               8,  0,    Mas,
Aqueduct,                 8,  2,    Cst,
Bank,                     12, 3,    Ban,
Cathedral,                12, 3,    MT,
University,               16, 3,    Uni,
Mass Transit,             16, 4,    MP,
Colosseum,                10, 4,    Cst,
Factory,                  20, 4,    Ind,
Manufacturing Plant,      32, 6,    Rob,
SDI Defense,              20, 4,    Las,
Recycling Center,         20, 2,    Rec,
Power Plant,              16, 4,    Ref,
Hydro Plant,              24, 4,    E2,
Nuclear Plant,            16, 2,    NP,
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    Rfg,
Superhighways,            20, 5,    Aut,
Research Lab,             16, 3,    Cmp,
SAM Missile Battery,      10, 2,    Roc,
Coastal Fortress,          8, 1,    Met,
Solar Plant,              32, 4,    Env,
Harbor,                   6,  1,    Sea,
Offshore Platform,        16, 3,    Min,
Airport,                  16, 3,    Rad,
Police Station,           6,  2,    Cmn,
Port Facility,            8,  3,    Amp,
Quantum Transporter,      16, 3,    U2,
SS Structural,            8,  0,    SFl,
SS Component,             16, 0,    Sup,
SS Module,                32, 0,    Env,
(Capitalization),         60, 0,    Cor,
Pyramids,                 20, 0,    Mas,
Hanging Gardens,          20, 0,    Pot,
Colossus,                 20, 0,    Bro,
Lighthouse,               20, 0,    Map,
Great Library,            30, 0,    Lit,
Oracle,                   30, 0,    Mys,
Great Wall,               30, 0,    Mas,
Sun Tzu's War Academy,    30, 0,    Feu,
King Richard's Crusade,   30, 0,    Eng,
Marco Polo's Embassy,     20, 0,    Tra,
Michelangelo's Chapel,    40, 0,    MT,
Copernicus' Observatory,  30, 0,    Ast,
Magellan's Expedition,    40, 0,    Nav,
Shakespeare's Theatre,    30, 0,    Med,
Leonardo's Workshop,      40, 0,    Inv,
J. S. Bach's Cathedral,   40, 0,    The,
Isaac Newton's College,   40, 0,    ToG,
Adam Smith's Trading Co., 40, 0,    Eco,
Darwin's Voyage,          40, 0,    RR,
Statue of Liberty,        40, 0,    Dem,
Eiffel Tower,             30, 0,    SE,
Women's Suffrage,         60, 0,    Ind,
Hoover Dam,               60, 0,    E2,
Manhattan Project,        60, 0,    NF,
United Nations,           60, 0,    Cmn,
Apollo Program,           60, 0,    SFl,
SETI Program,             60, 0,    Cmp,
Cure for Cancer,          60, 0,    Gen,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
RR,         ; Hanging Gardens
Fli,        ; Colossus
Mag,        ; Lighthouse
E1,         ; Great Library
The,        ; Oracle
Met,        ; Great Wall
Mob,        ; Sun Tzu's War Academy
Ind,        ; King Richard's Crusade
Cmn,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
Aut,        ; Leonardo Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Settlers,     Exp, 0,  2.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000 ; 00
TD Physicists,nil, 0,  3.,0,  0a,3d,  2h,1f,  4,0,  5, U2,  000000000000000 ; 01
Warriors,     Feu, 0,  2.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000 ; 02
Phalanx,      Feu, 0,  2.,0,  1a,2d,  1h,1f,  2,0,  1, Bro, 000000000000000 ; 03
Archers,      Gun, 0,  2.,0,  3a,2d,  1h,1f,  3,0,  1, War, 000000000000000 ; 04
Legion,       Feu, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, Iro, 000000000000000 ; 05       Def to Att & Expiry changed
Pikemen,      X4,  0,  2.,0,  1a,3d,  1h,1f,  2,0,  1, Feu, 000000000000000 ; 06
Musketeers,   X4,  0,  2.,0,  3a,2d,  2h,1f,  3,0,  1, Gun, 000000000000000 ; 07       Expiry change
Fanatics,     nil, 0,  2.,0,  4a,4d,  2h,1f,  2,0,  1, Fun, 000100000000000 ; 08
Partisans,    Gue, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010 ; 09       Expiry change
Commandos,    nil, 0,  2.,0,  5a,5d,  2h,1f,  5,0,  1, Gue, 000001000000010 ; 10       Name & Abilities Change
Adv Riflemen, X1,  0,  2.,0,  5a,4d,  2h,1f,  4,0,  1, X7,  000000000000000 ; 11       Name & Expiry change
Marines,      Whe, 0,  2.,0,  8a,5d,  2h,1f,  6,0,  0, Amp, 000000000000100 ; 12
Paratroopers, Whe, 0,  2.,0,  6a,4d,  2h,1f,  6,0,  1, CA,  000000100000000 ; 13
Mech. Infantry,nil,0,  6.,0,  7a,6d,  3h,1f,  6,0,  1, Lab, 000000000000000 ; 14       Att & Cost Change
Horsemen,     Chi, 0,  4.,0,  2a,1d,  1h,1f,  2,0,  0, nil, 000000000000000 ; 15
Chariot,      MT,  0,  4.,0,  3a,1d,  1h,1f,  3,0,  0, nil, 000000000000000 ; 16
Elephant,     Gue, 0,  1.,0,  4a,1d,  1h,1f,  4,0,  0, PT,  000001000000000 ; 17
Zealots,      Ldr, 0,  4.,0,  5a,1d,  1h,1f,  4,0,  0, MT,  000000000000000 ; 18
Knights,      Ldr, 0,  4.,0,  4a,2d,  1h,1f,  4,0,  0, Chi, 000000000000000 ; 19
Dragoons,     Tac, 0,  4.,0,  5a,2d,  2h,1f,  5,0,  0, Ldr, 000000000000000 ; 20
Cavalry,      Mob, 0,  4.,0,  8a,3d,  2h,1f,  6,0,  0, Tac, 000000000000000 ; 21
Armor,        U3,  0,  6.,0, 10a,5d,  3h,1f,  8,0,  0, Mob, 000000000000000 ; 22       Expiry change
Catapult,     Hor, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Mat, 000000000000000 ; 23       Expiry change
Cannon,       U1,  0,  2.,0,  8a,1d,  2h,1f,  6,0,  0, Met, 000000000000000 ; 24       Expiry change
Artillery,    Too, 0,  2.,0,  9a,1d,  2h,2f,  6,0,  0, U1,  000000000000000 ; 25       Expiry change
Howitzer,     nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, Rob, 000000001000000 ; 26
Fighter,      AFl, 1, 14.,1,  4a,3d,  2h,2f,  6,0,  3, Rad, 000000000010001 ; 27       Avail change
Hvy Bomber,   AFl, 1, 10.,2, 12a,1d,  2h,2f, 12,0,  0, MP,  000000000000001 ; 28       Avail & Expiry change
Helicopter,   nil, 1,  8.,0, 10a,3d,  2h,2f, 10,0,  0, CA,  100000000000001 ; 29
Jet Fighter,  nil, 1, 18.,1,  8a,4d,  2h,2f,  8,0,  3, AFl, 000000000010001 ; 30       Name & Avail change
Stlth Bmbr.,  nil, 1, 16.,2, 14a,5d,  2h,2f, 16,0,  0, Sth, 000000000000001 ; 31
Raft,         Nav, 2,  2.,0,  1a,1d,  1h,1f,  4,2,  4, Map, 000000000100000 ; 32
Caravel,      Mag, 2,  4.,0,  2a,1d,  1h,1f,  4,3,  4, Nav, 000000000000000 ; 33
Galleon,      Ind, 2,  5.,0,  0a,2d,  2h,1f,  4,4,  4, Mag, 000000000000000 ; 34       Expiry Change
Frigate,      E1,  2,  6.,0,  4a,2d,  2h,1f,  5,2,  2, Mag, 000000000000000 ; 35
Ironclad,     E1,  2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, SE,  000000000000000 ; 36
Destroyer,    nil, 2,  8.,0,  5a,4d,  3h,1f,  6,0,  2, E1,  100000000000001 ; 37       Att change
Scout Car,    nil, 0,  3.,0,  3a,3d,  2h,1f,  5,0,  0, Aut, 000001000000011 ; 38
AEGIS Cruiser,nil, 2,  7.,0,  8a,8d,  3h,2f, 10,0,  2, Roc, 110000000000001 ; 39
Battleship,   nil, 2,  5.,0, 12a,12d, 4h,2f, 16,0,  2, Aut, 000000000000001 ; 40
Submarine,    nil, 2,  5.,0, 10a,2d,  3h,2f,  6,0,  2, Cmb, 000000000001001 ; 41
Carrier,      nil, 2,  6.,0,  1a,9d,  4h,2f, 16,0,  2, Rad, 000000010000001 ; 42       Avail Change
Transport,    nil, 2,  6.,0,  0a,3d,  3h,1f,  5,8,  4, Ind, 000000000000000 ; 43       Avail Change
Cruise Msl.,  nil, 1, 20.,1, 18a,0d,  1h,3f,  6,0,  0, Roc, 001000000000000 ; 44
Nuclear Msl., nil, 1, 30.,1, 99a,0d,  1h,1f, 16,0,  0, Roc, 001000000000000 ; 45
Diplomat,     nil, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010 ; 46       Expiry change
Spy,          nil, 0,  4.,0,  0a,2d,  1h,1f,  4,0,  6, Esp, 000000000000011 ; 47       Def change
Caravan,      Aut, 0,  3.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010 ; 48       Expiry change
Freight,      nil, 0,  5.,0,  0a,1d,  1h,1f,  5,0,  7, Aut, 000000000000010 ; 49       Avail Change
Explorer,     X7,  0,  2.,0,  0a,1d,  1h,1f,  3,0,  0, Sea, 000001000000010 ; 50
Intelliraptor,nil, 0,  5.,0,  5a,3d,  3h,2f,  4,0,  0, nil, 000000000000010 ; 51       Intelliraptor
Longbowmen,   Met, 0,  2.,0,  5a,2d,  2h,1f,  4,0,  0, Feu, 000010000000000 ; 52       Longbowmen
Civil Defense,nil, 0,  0.,0,  0a,3d,  2h,1f,  2,0,  1, X5,  000000000000000 ; 53       Civil Defense
RA-MARU,      nil, 0,  8.,0, 11a,8d,  3h,2f,  8,0,  0, Whe, 110010000000001 ; 54       RA-MARU
Reservists,   nil, 0,  1.,0,  3a,4d,  2h,1f,  3,0,  1, Csc, 000000000000000 ; 55       Reservists
Infantrymen,  U1,  0,  2.,0,  4a,3d,  2h,1f,  3,0,  1, X4,  000000000000000 ; 56       Infantrymen
Riflemen,     X7,  0,  2.,0,  4a,4d,  2h,1f,  3,0,  1, U1,  000000000000000 ; 57       Early Riflemen
Scouts,       Aut, 0,  2.,0,  2a,3d,  2h,1f,  4,0,  0, X7,  000001000000011 ; 58       Scouts
Bicycle Troops,Lab,0,  4.,0,  5a,4d,  2h,1f,  5,0,  1, Stl, 000000000000000 ; 59       Bicycle Troops
Machine-Gun Grp,Lab,0, 1.,0,  6a,6d,  2h,1f,  6,0,  1, Too, 000000000010000 ; 60       Machine-Gun Grp
Modern Infantry,nil,0, 2.,0,  6a,5d,  2h,1f,  4,0,  1, X1,  000000000000000 ; 61       Modern Infantry
Suicide Squad,nil, 0,  2.,0,  7a,3d,  1h,3f,  3,0,  0, Fun, 001101000000110 ; 62       Suicide Squad
Cyborg,       nil, 0,  4.,0, 12a,8d,  3h,3f, 10,0,  1, Whe, 110011100000101 ; 63       Cyborg
Adv Battle Tank,Whe,0, 7.,0, 11a,7d,  3h,1f,  8,0,  0, U3,  000000000000000 ; 64       Adv Battle Tank
Slf Prpld Howzr,nil,0, 5.,0, 12a,5d,  3h,2f, 10,0,  0, Las, 000000001000000 ; 65       Slf Prpld Howzr
Bombard,      Met, 0,  1.,0,  7a,1d,  1h,1f,  5,0,  0, Hor, 000000000000000 ; 66       Bombard
Modern Artillery,nil,0,3.,0, 11a,1d,  2h,2f,  6,0,  0, Too, 000000000000000 ; 67       Modern Artillery
Naval Artillery,nil,3, 1.,0, 12a,1d,  2h,2f,  8,0,  0, Stl, 000000000100000 ; 68       Naval Artillery
Mortar Unit,  nil, 0,  1.,0,  8a,3d,  2h,1f,  6,0,  0, MP,  000001001000000 ; 69       Mortar Unit
Stinger Unit, nil, 0,  1.,0,  8a,4d,  1h,2f,  7,0,  0, Las, 010001000010000 ; 70       Stinger Unit
Engineers,    U2,  0,  3.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000 ; 71
Jet Bomber,   nil, 1, 14.,2, 14a,3d,  2h,2f, 14,0,  0, AFl, 000000001000001 ; 72       Jet Bomber
Hovercraft,   nil, 2, 10.,0,  1a,3d,  2h,2f,  6,2,  4, MP,  000000000000000 ; 73       Hovercraft
Tank,         Mob, 0,  4.,0,  9a,5d,  2h,1f,  8,0,  0, Aut, 000000000000000 ; 74       Tank
Biplane,      Rad, 1,  8.,1,  3a,2d,  2h,2f,  5,0,  3, Fli, 000000000010001 ; 75       Biplane
Zeppelin,     CA,  1,  6.,10, 3a,1d,  2h,2f,  5,0,  0, X2,  100000001000001 ; 76       Zeppelin
Killer Whales,nil, 2,  4.,0,  3a,3d,  2h,1f,  3,0,  2, nil, 100000000000010 ; 77
Musket Militia,Csc,0,  1.,0,  2a,2d,  1h,1f,  2,0,  1, Ldr, 000000000000000 ; 78       Musket Militia
Ur-Wolf,      nil, 0,  2.,0,  4a,4d,  2h,2f,  4,0,  0, nil, 000001000000010 ; 79       Ur-Wolf



; Chon-ee,       U3, 0,  0.,0,  6a,6d,  3h,1f,  4,0,  1, nil, 000000000000000
; Colonist,     nil, 0,  3.,0,  0a,3d,  2h,1f,  4,0,  5, X7,  000000000000000
; Mupbu,        nil, 0,  3.,0,  0a,3d,  2h,1f,  4,0,  5, X7,  000000000000010
; RA-MARU,      nil, 0,  2.,0, 10a,6d,  3h,2f,  7,0,  1, U1,  110010000000001
; Sulka,        nil, 0,  1.,0,  6a,8d,  3h,1f,  5,0,  1, U3,  010010000000000
; War Dog,      nil, 0,  2.,0,  8a,7d,  3h,2f,  9,0,  0, U1,  100011000000000
; Kestrel,      nil, 1,  7.,0, 10a,5d,  3h,2f,  8,0,  0, U1,  100000000010001
; Benthon,      nil, 2,  5.,0, 10a,10d, 4h,3f,  8,0,  2, U1,  110000000000001
; Liwyathan,    nil, 2,  6.,0, 12a,12d, 3h,3f,  6,0,  2, X1,  000100000000000
; Spithre,      nil, 0,  3.,0, 12a,5d,  2h,2f,  5,0,  0, X1,  000100000000000
; Drakon,       nil, 1,  9.,0, 16a,7d,  3h,3f, 13,0,  0, X1,  000000000010000
; Teleporter,   nil, 0,  3.,0,  9a,7d,  2h,3f,  7,0,  0, X2,  000000100000010
; Cyborg,       nil, 0,  2.,0, 12a,8d,  3h,3f, 10,0,  1, X2,  110011000000101
; Plasman,      nil, 0,  3.,0, 14a,9d,  4h,5f, 14,0,  0, X4,  000000001000010
; Entrix,       nil, 0,  2.,0, 16a,10d, 4h,5f, 14,0,  0, X5,  100000001000111
; Magog,        nil, 0,  2.,0, 18a,11d, 5h,5f, 17,0,  0, X6,  010000001000001
; Xaos Missile, nil, 1, 18.,1, 99a,0d,  1h,1f, 17,0,  0, X5,  001000000010001
; Dreadnought,  nil, 1, 10.,0, 18a,8d,  4h,3f, 17,0,  0, X4,  110000000010001
; Eightball,    nil, 0,  2.,0, 20a,9d,  2h,5f, 15,0,  0, X6,  000000001000010
; Reservists,   nil, 0,  1.,0,  3a,4d,  2h,1f,  3,0,  1, Csc, 000000000000000 ; new
; Mortar Unit,  X2,  0,  1.,0,  8a,3d,  2h,1f,  6,0,  0, MP,  000001001000000 ; new
; Naval Artillery,X6,3,  1.,0, 12a,1d,  2h,2f,  8,0,  0, Stl, 000000000100000 ; new
; Hoy Groot,    nil, 0,  3.,0, 12a,7d,  2h,3f,  5,0,  0, X3,  000010000000000
; Pronat,       nil, 2,  6.,0,  8a,7d,  2h,2f,  5,0,  2, X3,  000000000000000
; Ongshawk,     nil, 1,  5.,0,  5a,2d,  2h,2f,  6,0,  0, nil, 000000000010000
; Honata,        X3, 2,  3.,0,  4a,3d,  2h,1f,  4,0,  2, nil, 000000000100000
; Jiraki,        X3, 0,  1.,0,  3a,3d,  1h,1f,  2,0,  0, nil, 000000000000000
; Denshuk,      nil, 0,  1.,0,  5a,3d,  2h,1f,  3,0,  0, nil, 000000000000000
; Wuk Turr,     nil, 0,  2.,0,  7a,4d,  2h,2f,  5,0,  0, nil, 000000000000000


;
; Note: the above 11 unit types (extra land, ship, air, and test units) are
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
;
;        TERRAIN0 = EARTH
;        TERRAIN1 = MARS
;        TERRAIN2 = VENUS
;        TERRAIN3 = MOON
;
;

@TERRAIN
Desert,     2,2,  0,1,0,   yes, 2, 8, 5,   yes, 1, 5,  3,  Pln,  no, ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,  no, ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,  no, ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 0,  0,  Grs,  no, ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,  no, ; Hil
Mountains,  4,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil, yes, ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,  no, ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,  no, ; Gla
Swamp,      3,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Swa
Tropical Forest, 2,3,  2,1,1,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  Drt,  no, ; Oce
Oasis,      2,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       4,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       3,3,  1,4,0,
Gems,       2,3,  1,1,4,
Fish,       1,2,  3,0,2,
Desert Oil, 2,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       4,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      3,3,  3,0,4,
Fruit,      2,3,  4,1,1,
Whales,     1,2,  2,2,3,


@TERRAIN1
Dunes,      2,1,  0,0,0,   no,  0, 0, 6,   no,  0, 0,  3,  Drt,  no, ; Drt
Dry Scrub,  1,2,  0,1,1,   yes, 1, 5, 1,   no,  0, 0,  0,  Grs,  no, ; Pln
Savannah,   1,2,  2,1,0,   yes, 1, 5, 2,   no,  0, 0,  0,  Hil,  no, ; Grs
Mutated Scrub,2,3,  0,1,1, Pln, 0, 5, 5,   no,  0, 0,  0,  Grs,  no, ; For
Pinnacles,  3,4,  0,0,1,   no,  0, 0, 0,   yes, 2,10,  1,  Gla,  no, ; Hil
Peaks,      4,6,  0,1,0,   no,  0, 0, 0,   yes, 2,10,  6,  Hil, yes, ; Mou
Mesa,       1,2,  0,1,1,   no,  0, 0, 1,   no,  0, 0,  0,  Drt,  no, ; Tun
Rocky Desert,1,2, 0,0,0,   no,  0, 0, 0,   no,  0, 0,  3,  Tun,  no, ; Gla
Poisoned Ground, 2,2,  0,0,1,  no, 0, 0, 6,   yes, 1,10,  0,  Pln,  no, ; Swa
Old Plantation,2,3, 1,1,1, no,  0, 0, 6,   no,  0, 0,  0,  Pln,  no, ; Jun
Salt Lake,  1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Oce
Fossils,    2,1,  0,0,1,
Flint,      1,2,  1,2,1,
Savannah,   1,2,  2,1,0,
Aborisaurus,2,3,  3,2,1,
Edible Herbs,3,4, 2,0,1,
Gold,       4,6,  0,1,6,
Puffball,   1,2,  1,1,1,
Lapis Lazuli,2,2, 0,1,3,
Lava Pit,   9,1,  0,2,0,
Fruit Trees,2,3,  3,2,2,
Martian Blue Fish,  1,2,  3,0,2,
Sand Worm,  2,1,  0,1,1,
Spike Plant,1,2,  1,1,0,
Savannah,   1,2,  2,1,0,
Diamonds,   2,3,  0,3,3,
Limestone,  3,4,  0,1,2,
Iron,       4,6,  0,4,0,
Bones,      1,2,  0,1,1,
Sand Snakes,1,2,  0,2,1,
Pitcher Plant, 2,2,  3,0,4,
Infected ground, 9,2,  0,1,1,
Crocodylus, 9,2,  2,3,3,




@TERRAIN2
Sand,          2,2,  0,0,0,   no,  0, 0, 6,  Drt, 0,10, 0,  no,    no, ; Drt
Pampas,        1,2,  2,1,0,   no,  0, 0, 0,  For, 0,15, 6,  Drt,   no, ; Pln
Scrubland,     1,2,  1,1,0,   yes, 1, 5, 6,  Pln, 0,10, 0,  For,   no, ; Grs
Woodlands,     2,3,  1,2,0,   Pln, 0, 5, 5,  no,  0, 5, 0,  Pln,   no, ; For
Gorge,         4,4,  1,0,0,   no,  1, 0, 6,  no,  0, 0, 1,  Grs,   yes,; Hil
Crags,         4,6,  0,1,0,   no,  1, 5, 6,  yes, 2,10, 2,  Pln,   yes,; Mou
Rocklands,     1,2,  0,0,0,   no,  0, 0, 6,  yes, 1,15, 5,  Drt,   no, ; Tun
Arctic,        2,2,  0,0,0,   no,  0, 0, 6,  yes, 1,15, 3,  Tun,   no, ; Gla
Wetlands,      3,3,  2,0,1,   no,  0, 0, 6,  For, 0,15, 3,  Pln,   no, ; Swa
Jungle,        2,3,  2,1,1,   Pln, 0,15, 0,  yes, 1, 5, 2,  Pln,   no, ; Jun
Oceanus,       1,2,  1,0,2,   no,  0, 0, 6,  no,  0, 0, 0,  no,    no, ; Oce
Sand,          2,2,  0,0,0,   
Mammoth,       1,2,  3,1,2,
Scrubland,     1,2,  1,1,0,   
Deer,          2,3,  3,2,1,
Swallow Nest,  4,4,  2,0,1,
Granite Vein,  4,6,  0,3,2,
Iron-Mound,    2,3,  0,2,2,
Penguin,       2,2,  3,1,1,
Tar Pit,       6,3,  1,2,2,
Venusian Fruit,2,3,  3,1,2,
Venusian Sailfish, 1,2,  3,1,3,
Grave Site,    6,2,  0,0,0,
Cave Bear,     1,2,  3,2,1,
Scrubland,     1,2,  1,1,0,
Rubber,        2,3,  1,4,2,
Hare,          4,4,  3,1,0,
Diamonds,      4,6,  0,2,3,
Limestone,     2,3,  0,1,3,
Walrus,        2,2,  3,2,2,
Swamp Lettuce, 3,3,  3,0,1,
Sago Palm,     3,3,  4,1,2,
Kelp Forest,   1,2,  2,1,2,




@TERRAIN3
Surface,    1,2,  0,0,0,   no,  0, 5, 5,   no,  0, 5,  3,  Pln,  no, ; Drt
Loose Rocks,1,2,  0,0,0,   no,  0, 5, 1,   no,  0,15,  0,  Grs,  no, ; Pln
Surface,    1,2,  0,0,0,   no,  0, 5, 2,   no,  0,10,  0,  Hil,  no, ; Grs
Pinnacles,  3,3,  0,1,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,  no, ; For
Broken Country,3,4,0,1,0,  no,  0,10, 0,   yes, 3,10,  1,  Pln,  no, ; Hil
Mountains,  4,6,  0,1,0,   no,  0,10, 0,   yes, 1,10,  6,  Hil,  yes,; Mou
Surface,    1,2,  0,0,0,   no,  0, 0, 1,   no,  0, 0,  0,  Drt,  no, ; Tun
Ice-Cap,    2,2,  0,1,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,  no, ; Gla
Lunar Dust, 3,2,  0,0,0,   no,  0, 0, 6,   no,  0, 0,  0,  Pln,  no, ; Swa
Remnant Biosphere, 1,3,2,1,1,no, 0,0, 6,   no,  0, 0,  0,  Pln,  no, ; Jun
Chasm,      9,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,  yes, ; Oce
Loose Rocks,1,2,  0,0,0,
Surface,    1,2,  0,0,0,
Surface,    1,2,  0,0,0,
Pinnacles,  3,3,  0,1,0,
Broken Country,3,4,0,1,0,
Mountains,  4,6,  0,1,0,
Surface,    1,2,  0,0,0,
Ice-Cap,    2,2,  0,0,0,
Lunar Dust, 3,2,  0,0,0,
Blast Crater,2,3, 0,0,0,
Chasm,      9,2,  0,0,0,
Surface,    1,2,  0,0,0,
Surface,    1,2,  0,0,0,
Surface,    1,2,  0,0,0,
Pinnacles,  3,3,  0,1,0,
Broken Country,3,4,0,1,0,
Mountains,  4,6,  0,1,0,
Surface,    1,2,  0,0,0,
Ice-Cap,    2,2,  0,0,0,
Lunar Dust, 3,2,  0,0,0,
Energy Crystals,1,3, 1,2,2,
Chasm,      9,2,  0,0,0,

@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, High Priest, High Priestess
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Arabian
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 0, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 1, Babylonians, Babylonian, -1, -1,  1,
Helmut,       Maria Theresa,       0, 3, 1, Euro-Consortium, Euro-Consortium, -1,  1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Mustafa,      ...,                 0, 4, 3, Arab-Alliance, Arab-Alliance, 1,  1, -1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Roosevelt VI, Evita III,           0, 5, 1, Pan-Americans, Pan-American, -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Oook,         Oookalla,            0, 7, 2, Neanderthals,Neanderthal,-1, -1,  1,     1, Chief, Chief, 2, Great Chief, Great Chief
Lenin III, Catherine the Great, 0, 1, 3, Neo-Soviets, Neo-Soviet,  0,  1, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 3, United-Africans, United-Africa,  0,  1,  0,
Louis XIV,    Joan of Arc,         0, 3, 1, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 1, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 1, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 1, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Gronk,        Leah,                0, 7, 2, Neoanderthals,Neoanderthal,-1, -1,  1,     1, Chief, Chief, 2, Great Chief, Great Chief
Cunobelin,    Boadicea,            1, 1, 1, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 1, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 1, Aryans,     Aryan,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 1, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 3, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Che Guevara IV, Dido,              0, 6, 3, 3rd World Alliance, 3rd World Alliance,  1,  1, -1,
Wartoo,       Truganini,           0, 7, 2, Nuevoanderthals,Nuevoanderthal,-1, -1,  1,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Dried Meat,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Melange,
Lime,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Build Transporter,  j
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Friendly
Cordial
Receptive
Neutral
Reserved
Icy
Hostile
Enraged


@CIVILIZE2
4               ; AFl  Neanderthals cannot Research
0               ; Alp
0               ; Amp
0               ; Ast
0               ; Ato
0               ; Aut
0               ; Ban
0               ; Bri
0               ; Bro
0               ; Cer
0               ; Che
0               ; Chi
0               ; CoL
0               ; CA
0               ; Cmb
0               ; Cmn
0               ; Cmp
0               ; Csc
0               ; Cst
4               ; Cor
0               ; Cur
0               ; Dem
0               ; Eco
0               ; E1
0               ; E2
0               ; Eng
4               ; Env  - Not Neand
0               ; Esp
0               ; Exp
0               ; Feu
4               ; Fli  Neanderthals cannot Research
0               ; Fun
3               ; FP   - Neand brain only
0               ; Gen
0               ; Gue
4               ; Gun - Firearms
4               ; Hor - Gunpowder
4               ; Ind - Neand cannot research
0               ; Inv
0               ; Iro
0               ; Lab
0               ; Las
0               ; Ldr
0               ; Lit
0               ; Too
0               ; Mag
0               ; Map
0               ; Mas
0               ; MP
0               ; Mat
0               ; Med
0               ; Met
0               ; Min
0               ; Mob
0               ; Mon
0               ; MT
0               ; Mys
0               ; Nav
0               ; NF
0               ; NP
0               ; Phi
0               ; Phy
0               ; Pla
0               ; Plu  - Quantum Mechanics
0               ; PT
0               ; Pot
0               ; Rad
0               ; RR
0               ; Rec
0               ; Ref
0               ; Rfg
0               ; Rep
0               ; Rob
0               ; Roc
0               ; San
0               ; Sea
4               ; SFl  - Not Neand
0               ; Sth
4               ; SE
0               ; Stl
3               ; Sup  - Neand brain can figure out
0               ; Tac
0               ; The
0               ; ToG
4               ; Tra  - Not Neand
0               ; Uni
0               ; War
4               ; Whe  - Cybernetics - Not Neand
0               ; Wri
0               ; ...
0               ; U1
3               ; U2   - Heisenburg Compensator - Neand only
0               ; U3
0               ; X1
0               ; X2
0               ; X3
0               ; X4
0               ; X5
0               ; X6
0               ; X7

; Above--Group (0-7) for each advance
; 0=basic, 1=human only, 2=alien only, 3=human for trade, 4=alien for trade,
; 5=event enabled A, 6=event enabled B, 7=event given
;
; Below--Codes determine each tribe's relation to the 8 possible Groups
; 0= can research, can own, 1=can't research, can own, 2=can't research, can't own
; Count groups from left to right - 0 1 2 3 4 5 6 7



@LEADERS2
01010000                ; Romans
01010000                ; Babylonians
01010000                ; Euro-Consortium
01010000                ; Arab-Alliance
01010000                ; Pan-Americans
01010000                ; Greeks
01002000                ; Neanderthals
01010000                ; Neo-Soviets
01010000                ; United-Africans
01010000                ; French
01010000                ; Aztecs
01010000                ; Chinese
01010000                ; English
01002000                ; Neoanderthals
01010000                ; Celts
01010000                ; Japanese
01010000                ; Aryans
01010000                ; Spanish
01010000                ; Persians
01010000                ; 3rd World Alliance
01002000                ; Nuevoanderthals

01010000                ; Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
01010000                ; Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,


; Advanced unit fields

; A) 'tribe may build' mask:            0 = can't; 1 - can
; bit order from right to left
;  - Barbarian, Neo-Soviets, United-Africans, Euro-Consortium,
;    Arab-Alliance, Pan-Americans, 3rd World Alliance, Neanderthal
;
; B) 'not allowed on map' mask:         1 = not allowed on map
; bit order from right to left - map 0, map 1, map 2, map 3. The remaining four bits currently aren't used
;
; C) minimum bribe amount:              n = minimum bribe; 0 = don't care; -1 (Minus 1) = can't bribe
; D) 'build transport site' mask:       1: can; 0: can't for each site type
; Each bit is linked right to left to a map pair listed in @map-transport relationships
;
; E) 'use transport site' mask:         1: can; 0: can't for each site type
; Each bit is linked right to left to a map pair listed in @map-transport relationships
;
; F) native transport ability:          1: can; 0: can't for each map relationship type
; Each bit is linked right to left to a map pair listed in @map-transport relationships
;
; G) General flags
;       00000001        invisible until attack:                 1 = invisible
;       00000010        non-disbandable (human players only):   1 = cannot disband
;       00000100        0-range-air-unit damage override:       1 = override damage
;       00001000        barbarian units can't be bought off:    1 = can't buy off
;       00010000        impassable terrain override:            1 = override impassable terrain
;       00100000        engineer capabilities flag:             1 = has abilities
;       01000000        barbarian unit will not expire:         1 = no expire
;       10000000        Unit Animation switched off             1 = off
;

;   A         B     C          D                 E               F             G

@UNITS_ADVANCED
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Settlers
11111110, 00000000, 0, 0000000011111111,0000000011111111,0000000000000000, 00110000  ;TD Physicistss
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 11010000  ;Warriors
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Phalanx
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 11010000  ;Archers
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 11010000  ;Legion
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Pikemen
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Musketeers
11111111, 00000000,-1, 0000000000000000,0000000011111111,0000000000000000, 11011000  ;Fanatics
11111111, 00000000,-1, 0000000000000000,0000000011111111,0000000000000000, 11010000  ;Partisans
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Commandos
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Adv Riflemen
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Marines
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Paratroopers
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 00000000  ;Mech. Inf.
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 11000000  ;Horsemen
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 00000000  ;Chariot
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 01010000  ;Elephant
11111111, 00000000,-1, 0000000000000000,0000000011111111,0000000000000000, 11000000  ;Zealots
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10000000  ;Knights
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10000000  ;Dragoons
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10000000  ;Cavalry
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 00000000  ;Armor
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10000000  ;Catapult
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Cannon
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Artillery
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10000000  ;Howitzer
11111111, 00000000, 0, 0000000000000000,0000000000101111,0000000000000000, 00010000  ;Fighter
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00010000  ;Bomber
11111110, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 00010000  ;Helicopter
11111110, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Stlth Ftr.
11111110, 00000000, 0, 0000000000000000,0000000000101111,0000000000000000, 10010001  ;Stlth Bmbr.
01111111, 00001000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Raft
01111111, 00001000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Caravel
01111111, 00001000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Galleon
01111111, 00001000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Frigate
01111111, 00001000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Ironclad
01111111, 00001000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Destroyer
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 00000000  ;Scout Car
11111111, 00001000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;AEGIS Cruiser
01111111, 00001000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Battleship
11111111, 00001000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Submarine
01111111, 00001000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Carrier
01111111, 00001000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Transport
11111111, 00000000,-1, 0000000000000000,0000000011111111,0000000000000000, 00010000  ;Cruise Msl.
11111111, 00000000,-1, 0000000000000000,0000000011111111,0000000000000000, 00010000  ;Nuclear Msl.
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 00010000  ;Diplomat
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 01010001  ;Spy
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 00010000  ;Caravan
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 00010000  ;Freight
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 01010000  ;Explorer
10000001, 00000011,-1, 0000000000000000,0000000000000000,0000000000000000, 01011000  ;Intelliraptor
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Longbowmen
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 11000000  ;Civil Defense
11111110, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 00010000  ;RA-MURU
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Reservists
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Infantrymen
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Riflemen
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Scouts
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Bicycle Troop
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Machine-Gun Grp
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Modern Infantry
11111111, 00000000,-1, 0000000000000000,0000000011111111,0000000000000000, 11010001  ;Suicide Squad
11111111, 00000000,-1, 0000000011111111,0000000011111111,0000000000000000, 01111000  ;Cyborg
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10000000  ;Adv Battle Tank
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10000000  ;Slf Prpld Howzr
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10000000  ;Bombard
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Modern Artillery
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Naval Artillery
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Mortar Unit
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Stinger Unit
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10110000  ;Engineers
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Jet Bomber
01111110, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10000000  ;Hovercraft
11111111, 00001000, 0, 0000000000000000,0000000011111111,0000000000000000, 10000000  ;Tank
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Biplane
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Zeppelin
10000001, 00001010,-1, 0000000000000000,0000000000000000,0000000000000000, 01001000  ;Killer Whales
11111111, 00000000, 0, 0000000000000000,0000000011111111,0000000000000000, 10010000  ;Musket Militia
10000001, 00000011,-1, 0000000000000000,0000000011111111,0000000000000000, 01011000  ;Ur-Wolf


;
;        TERRAIN0 = EARTH
;        TERRAIN1 = MARS
;        TERRAIN2 = VENUS
;        TERRAIN3 = MOON
;


@MAP_TRANSPORT_RELATIONSHIPS
1,2  ; 0/1   Transporter - Mars to Venus
3,0  ; 1/2   Transporter - Moon to Earth
2,3  ; 2/3   Transporter - Venus to Moon
1,3  ; 3/1   Transporter - Mars to Moon
2,0  ; 4/2   Transporter - Venus to Earth
3,2  ; 5/3   Transporter - Moon to Venus
2,1  ; 6/1   Transporter - Venus to Mars
0,3  ; 2/3   Transporter - Earth to Moon
0,0  ; 8/3   None
0,0  ; 9/1   None
0,0  ; 10/2   None
0,0  ; 11/3   None
0,0  ; 12/1   None
0,0  ; 13/2   None
0,0  ; 14/3   None
0,0  ; 15/1   None

; map, primary unit type, secondary unit type
;
; Note that the section @MAP_TRANSPORT_RELATIONSHIPS has only 3 entries,
; but it can have up to 16
;

@INITIAL_SETTINGS
0,0,3   ;Romans
0,0,3   ;Babylonians
1,0,3   ;Euro-Consortium
1,0,3   ;Arab-Alliance
1,0,3   ;Pan-Americans
0,0,3   ;Greeks
2,0,3   ;Neanderthals
1,0,3   ;Neo-Soviets
1,0,3   ;United-Africans
0,0,3   ;French
0,0,3   ;Aztecs
0,0,3   ;Chinese
0,0,3   ;English
2,0,3   ;Neoanderthals
0,0,3   ;Celts
0,0,3   ;Japanese
0,0,3   ;Aryans
0,0,3   ;Spanish
0,0,3   ;Persians
1,0,3   ;3rd World Alliance
2,0,3   ;Nuevoanderthals

@SOUNDS
<none>          ; Settlers
<none>          ; Engineers
Warrior.wav     ; Warriors
<none>          ; Phalanx
Archers.wav     ; Archers
<none>          ; Legion
Warrior.wav     ; Pikemen
Medgun.wav      ; Musketeers
Fanatics.wav    ; Fanatics
Partisans.wav   ; Partisans
Marines.wav     ; Commandoes
Repeat-Rifle.wav ; Adv Riflemen
Marines.wav     ; Marines
<none>          ; Paratroopers
Mchnguns.wav    ; Mech. Inf.
<none>          ; Horsemen
Chariot.wav     ; Chariot
Elephant.wav    ; Elephant
<none>          ; Crusaders
<none>          ; Knights
GallopSword.wav ; Dragoons
Cavalry.wav     ; Cavalry
Newarmor.wav    ; Armor
<none>          ; Catapult
Oldcannons.wav  ; Cannon
Artillry.wav    ; Artillery
<none>          ; Howitzer
<none>          ; Fighter
<none>          ; Bomber
<none>          ; Helicopter
<none>          ; Stlth Ftr.
<none>          ; Stlth Bmbr.
Trireme.wav     ; Trireme
<none>          ; Caravel
<none>          ; Galleon
<none>          ; Frigate
<none>          ; Ironclad
<none>          ; Destroyer
Mchnguns.wav    ; Scout Car
<none>          ; AEGIS Cruiser
<none>          ; Battleship
<none>          ; Submarine
<none>          ; Carrier
Transport.wav   ; Transport
<none>          ; Cruise Msl.
<none>          ; Nuclear Msl.
<none>          ; Diplomat
Spysilencer.wav ; Spy
<none>          ; Caravan
<none>          ; Freight
<none>          ; Explorer
Intelliraptor.wav   ; Intelliraptor
Longbow.wav         ; Extra 2     Longbowmen
<none>              ; New Unit b  Civil Defense
Excelsior.wav       ; New Unit s  RA-MARU
Riflemen.wav        ; New Unit a  Reservists
Bayonet-Charge.wav  ; New Unit c  Infantrymen
Rifle-First.wav     ; New Unit d  Riflemen
Riflemen.wav        ; New Unit e  Scouts
Repeat-Rifle.wav    ; New Unit f  Bicycle Troop
Mchnguns.wav        ; New Unit g  Machine-Gun Grp
Mod-Inf.wav         ; New Unit h  Modern Infantry
S-Squad.wav         ; New Unit i  Suicide Squad
Pasticcio.wav       ; New Unit y  Cyborg
A-B-TANK.wav        ; New Unit k  Adv Battle Tank
Biggun.wav          ; New Unit l  Slf Prpld Howzr
Oldcannons.wav      ; New Unit m  Bombard
M-Artill.wav        ; New Unit n  Modern Artillery
BoomBoom.wav        ; New Unit o  Naval Artillery
Mortar2.wav         ; New Unit p  Mortar Unit
Stinger.wav         ; New Unit q  Stinger Unit
PoisonGas.Wav       ; New Unit r  Poison Gas
Jetbomb.wav         ; New Unit z  Jet Bomber
Transport.wav       ; New Unit t  Hovercraft
Tank.wav            ; New Unit j  Tank
AirCombt.wav        ; New Unit x  Biplane
Zeppelin.wav        ; New Unit w  Zeppelin
Porpoise.wav        ; Killer Whales
Medgun.wav          ; Extra 3     Musket Militia
Ur-Wolf.wav         ; New Unit u  Ur-Wolf

@RIVERS
River;            Ruined Earth (Map 0)
Remnant Canal;    Mars         (Map 1)
River;            Venus        (Map 2)
Rift;             Moon         (Map 3)

; please do not remove this line
